/**************************************************************************/ /* bone_twist_disperser_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #pragma once #include "scene/3d/skeleton_modifier_3d.h" class BoneTwistDisperser3D : public SkeletonModifier3D { GDCLASS(BoneTwistDisperser3D, SkeletonModifier3D); bool mutable_bone_axes = true; public: enum DisperseMode { DISPERSE_MODE_EVEN, DISPERSE_MODE_WEIGHTED, DISPERSE_MODE_CUSTOM, }; struct BoneJoint { StringName name; int bone = -1; }; struct DisperseJointSetting { BoneJoint joint; double custom_amount = 1.0; // For processing. double amount = 1.0; Vector3 axis; }; struct BoneTwistDisperser3DSetting { bool joints_dirty = false; DisperseMode disperse_mode = DISPERSE_MODE_EVEN; bool twist_from_rest = true; Quaternion twist_from; BoneJoint root_bone; BoneJoint end_bone; LocalVector joints; bool extend_end_bone = false; BoneDirection end_bone_direction = BONE_DIRECTION_FROM_PARENT; float weight_position = 0.5; Ref damping_curve; BoneJoint reference_bone; // To cache. ~BoneTwistDisperser3DSetting() { joints.clear(); damping_curve.unref(); } }; protected: LocalVector settings; bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; void _validate_dynamic_prop(PropertyInfo &p_property) const; void _notification(int p_what); static void _bind_methods(); virtual void _set_active(bool p_active) override; virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override; virtual void _validate_bone_names() override; void _make_all_joints_dirty(); void _make_joints_dirty(int p_index); void _update_joints(int p_index); void _update_reference_bone(int p_index); void _update_curve(int p_index); virtual void _process_modification(double p_delta) override; public: void set_mutable_bone_axes(bool p_enabled); bool are_bone_axes_mutable() const; int get_setting_count() const; void set_setting_count(int p_count); void clear_settings(); // Setting. void set_root_bone_name(int p_index, const String &p_bone_name); String get_root_bone_name(int p_index) const; void set_root_bone(int p_index, int p_bone); int get_root_bone(int p_index) const; void set_end_bone_name(int p_index, const String &p_bone_name); String get_end_bone_name(int p_index) const; void set_end_bone(int p_index, int p_bone); int get_end_bone(int p_index) const; void set_extend_end_bone(int p_index, bool p_enabled); bool is_end_bone_extended(int p_index) const; void set_end_bone_direction(int p_index, BoneDirection p_bone_direction); BoneDirection get_end_bone_direction(int p_index) const; void set_twist_from_rest(int p_index, bool p_enabled); bool is_twist_from_rest(int p_index) const; void set_twist_from(int p_index, const Quaternion &p_from); Quaternion get_twist_from(int p_index) const; String get_reference_bone_name(int p_index) const; int get_reference_bone(int p_index) const; void set_disperse_mode(int p_index, DisperseMode p_disperse_mode); DisperseMode get_disperse_mode(int p_index) const; void set_weight_position(int p_index, float p_position); float get_weight_position(int p_index) const; void set_damping_curve(int p_index, const Ref &p_damping_curve); Ref get_damping_curve(int p_index) const; // Individual joints. void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name); String get_joint_bone_name(int p_index, int p_joint) const; void set_joint_bone(int p_index, int p_joint, int p_bone); int get_joint_bone(int p_index, int p_joint) const; void set_joint_twist_amount(int p_index, int p_joint, float p_amount); float get_joint_twist_amount(int p_index, int p_joint) const; void set_joint_count(int p_index, int p_count); int get_joint_count(int p_index) const; ~BoneTwistDisperser3D(); }; VARIANT_ENUM_CAST(BoneTwistDisperser3D::DisperseMode);